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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 48 29.3%
  • John Coltrane

    Votes: 48 29.3%
  • Kenny G (kc response)

    Votes: 68 41.5%

  • Total voters
    164

jungl

Augur
Joined
Mar 30, 2016
Messages
1,420
Honestly I don't see whats the point of upgrading the visuals of this game. The dungeons are all terrible procedually generated shit. The combat is worse then morrowind which is already shit. If you want a similiar gameplay to daggerfall you better off playing the dungeon maker franchise on the psp.

It be better idea to mod daggerfall and improve its gameplay. More tiles, somehow better combat etc but whatever.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire




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file.php
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,566
Codex 2013
I think I would feel better about this if it were another game entirely. I rather liked the Daggerfall aesthetics.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Yes, these are optional mods, the basic game will just be ported right over and made bugfree + add in some missing but still in the code features.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
I'd rather just play with the original look, pixels and all. There's a certain charm in playing games like Doom or Quake in modern resolutions but with original assets and no texture filtering. Makes you really appreciate the original artists work.

No offense but the above screenshots and videos look just like another low budget indie game.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
New ideas:

Ok this is just my illustration of the idea that Ive presented above. As the voxel mesh can be used for representation of the vast and dense forests in the background, it can be also good for the representation of other things -like tall grass fields and snow/deep snow.

Ive done this just by simple sculpting mesh and placing it on top of terrain, but its just to give you an visual representation of idea and its potential, to increase atmosphere and feeling of real world.

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And random scenery pics:

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from the "Increased Terrain Distance Project"
 

Grizzlor

Novice
Joined
Oct 6, 2015
Messages
19
Location
Finland
Dat vastness, my explorefag-senses are firing up. It's funny how Skyrim looks like a ski park valley in Colorado compared to Daggerfall's vistas.
 

eric__s

ass hater
Developer
Joined
Jun 13, 2011
Messages
2,301
This is looking awesome. I do hope there's a way to play in the original resolution though. Love those chunky pixels.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
This is looking awesome. I do hope there's a way to play in the original resolution though. Love those chunky pixels.

Well if you checked the beginning of the video you saw "modded" and "Classic", i guess thats the play modes you can pick.
 

Mustawd

Guest
You should really put in something like "and optional visual mods" or something in the title. Literally every other retard is talking like the project is updating the grafix, which is not the case.
 

Wysardry

Augur
Patron
Joined
Feb 26, 2004
Messages
283
Steve gets a Kidney but I don't even get a tag.
I'm not bothered either way about the higher res textures - if they're optional - but I would like an option for a higher res font for the text that appears at the top of the screen (saying "interaction mode" or whatever), in books, as part of quests etc.

Am I right in thinking that this project is now more (original) feature complete than DaggerXL?
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire


How do I install this? I downloaded their thing from github but there's nothing obvious to click on, just random files.

Just saw your thread on the forums, so i guess you already know.

You should really put in something like "and optional visual mods" or something in the title. Literally every other retard is talking like the project is updating the grafix, which is not the case.

Well ive linked the homepage some times now so i hope people click on those and educate the mind? Im just bringing the updates and snazzy pics.

tvqzslr.jpg

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MUq8Wuu.jpg


Darker Dungeons mod
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Pics!

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New quests it seems, undead invasion:

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Orcish invasion:

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And roadmap!

0.1 (Baseline)
August 2014 – November 2015

  • Back-end tools and API for reading Daggerfall’s binary files and importing into Unity
  • Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
  • Image processing
  • Sprite atlas generation
  • Billboard support
  • Import of textures
  • Import of individual models
  • Import of blocks
  • Import of exterior maps
  • Import of interior maps
  • Import of dungeon maps
  • Full streaming world, procedural terrain & locations
  • Tile map and billboard shaders
  • Object activation
  • Transitions between interior/exterior
  • Action objects (lifts, levers, etc.)
  • Basic enemies (follow, attack, death, etc.)
  • Animated weapons
  • Material re-colouring support (iron, ebony, etc.)
  • Simple combat
  • Core game framework
  • INI support
  • User interface system (custom UI needed).
  • JSON support
  • Serialization of game state for save/load.
  • Entity system
  • Text.RSC support
  • Class support
  • Character creation
  • Classic save import
  • Quick save/load
  • Initial release with basic exploration and combat.


0.2 (Items)
November 2015 – April 2016

  • Enhanced action object support (Lypyl)
  • Setup helper
  • Travel map interface (Lypyl)
  • Dungeon and interior automap interface (Nystul)
  • Assorted mods integrated
  • Integrate horizontal floating origin
  • Item support
  • Inventory interface


0.3 (Loot)
April 2016 – September 2016

  • Initial mod framework (Lypyl)
  • Serializable automap (Nystul)
  • Serializable loot containers
  • Initial loot tables
  • Random treasure
  • Drop items to ground
  • Drop gold to ground
  • Monster loot
  • Enhanced save/load interface
  • Rest interface


0.4 (Quests)
We are here right now. September 2016 –

  • Quest file support
  • Initial quest virtual machine
  • Addition of world metadata to support questing
  • Initial faction support
  • NPC names, building names
  • Initial Info mode
  • Location exterior automap (Nystul)
  • Initial progression – increase skills, level up (Allofich)
  • Reputation gain/loss (simple)
  • First pass at non-mage playthrough of main quest
  • Serialization of quest state
  • Location and building discovery
  • Keybind interface (JustinS)
  • Book reader and books in random loot (InconsolableCellist)
  • Lockpick (Allofich)
  • Pickpocket (Allofich)


0.5 (Spells)
  • Magic system
  • Initial spells & effects support
  • Potion support
  • Enhanced effect-entity relationship
  • Spellbook interface
  • Refine town NPCs (behaviours, can kill, talk)
  • Initial “Talk” interface
  • Odd jobs (talk: tell me about work)
  • Random encounters on rest
  • Progress quest support
  • Updated character motor
  • Initial dungeon water
  • New motor states: swim, levitate, crush
  • Magic item support
  • Artifact support
  • Weapon material vs enemy handling
  • %var support in character sheet


Half Time
  • By this stage, the largest and most difficult systems have been implemented
  • Will be looking for more community contributors to assist with final stages of development
  • Likely to take a few months break where development slows down (not stops) so I can recharge


0.6 (Shops & Banking)
  • All basic shop features (no item decay/repair yet)
  • Bank UI with ability to purchase ship/house
  • Transport UI (foot/horse/cart/ship)
  • Player housing (including ship)
  • Letters of credit
  • Gold to have weight
  • Enforce encumbrance and wagon limits
  • Progress related spell and quest support


0.7 (Guilds & Services)
  • Reputation gain/loss (full)
  • Join and progress in all guilds
  • Spell maker
  • Item maker
  • Potion maker
  • Item decay/repair
  • Basic guild services (no summoning)
  • Tavern services
  • Building schedules (e.g. door locked at night)
  • Building NPC schedules (e.g. shopkeep gone at night)
  • Progress related spell and quest support


0.8 (Character)
  • Vampirism
  • Lycanthropy
  • Custom class creator
  • Select class with questions
  • Complete levelling and character loop
  • Summoning services
  • Progress related spell and quest support


0.9 (Crime & Punishment)
  • Working guards in towns
  • Stealing and pickpocketing
  • Court UI
  • Prison UI
  • Skill and attribute changes after prison time


Daggerfall Unity will exit pre-alpha around this time.



Alpha
  • Almost all game features now supported
  • Final push towards remaining features
  • Continue fixing bugs and refining systems


Beta
  • All game features now supported
  • Continue fixing bugs and refining systems
  • Final stages of development
  • Standalone release candidates


1.0 (Release)
  • Final milestones
  • Standalone distribution
  • Post-release support
 
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Stella Brando

Arcane
Joined
Oct 5, 2005
Messages
8,968
Location
Castle Volkihar
Unfortunately, once Daggerfall Unity is complete, there will be absolutely no human method conceivable of accessing the original Daggerfall. Even the information on old CD copies will be replaced.
 
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